Obi
November 7, 2023 ยท View on GitHub
from tdw.add_ons.obi import Obi
This add-on handles most aspects of an Obi physics simulation, including initialization, actor creation, and particle output data.
Fields
-
actorsA dictionary of Obi actor data. Key = Object ID. Value =ObiActor. The particle data is updated ifoutput_data == True(see above). -
wind_sourcesA dictionary of wind sources. Key = Wind source ID. Value =WindSource. To add a wind source, add a newWindSourceto this dictionary; it will be automatically created and updated. See theWindSourceAPI for how to dynamically set wind parameters. -
commandsThese commands will be appended to the commands of the nextcommunicate()call. -
initializedIf True, this module has been initialized.
Functions
__init__
Obi()
Obi(output_data=True, floor_material=None, object_materials=None, vr_material=None, exclude=None, backend=ObiBackend.burst)
| Parameter | Type | Default | Description |
|---|---|---|---|
| output_data | bool | True | If True, receive ObiParticles per frame. |
| floor_material | CollisionMaterial | None | The floor's CollisionMaterial. If None, uses default values. |
| object_materials | Dict[int, CollisionMaterial] | None | Overrides for object and robot collision materials. Key = Object or Robot ID. Value = CollisionMaterial. |
| vr_material | CollisionMaterial | None | If there is a VR rig in the scene, its hands will have this CollisionMaterial. If None, uses default values. |
| exclude | List[int] | None | Exclude these objects from receiving Obi collision materials. |
| backend | ObiBackend | ObiBackend.burst | The ObiBackend for each solver. |
get_initialization_commands
self.get_initialization_commands()
This function gets called exactly once per add-on. To re-initialize, set self.initialized = False.
Returns: A list of commands that will initialize this add-on.
on_send
self.on_send(resp)
This is called within Controller.communicate(commands) after commands are sent to the build and a response is received.
Use this function to send commands to the build on the next Controller.communicate(commands) call, given the resp response.
Any commands in the self.commands list will be sent on the next Controller.communicate(commands) call.
| Parameter | Type | Default | Description |
|---|---|---|---|
| resp | List[bytes] | The response from the build. |
before_send
self.before_send(commands)
This is called within Controller.communicate(commands) before sending commands to the build. By default, this function doesn't do anything.
| Parameter | Type | Default | Description |
|---|---|---|---|
| commands | List[dict] | The commands that are about to be sent to the build. |
get_early_initialization_commands
self.get_early_initialization_commands()
This function gets called exactly once per add-on. To re-initialize, set self.initialized = False.
These commands are added to the list being sent on communicate() before any other commands, including those added by the user and by other add-ons.
Usually, you shouldn't override this function. It is useful for a small number of add-ons, such as loading screens, which should initialize before anything else.
Returns: A list of commands that will initialize this add-on.
create_fluid
self.create_fluid(object_id, fluid, shape)
self.create_fluid(object_id, fluid, shape, position=None, rotation=None, speed=0, lifespan=4, minimum_pool_size=0.5, solver_id=0)
Create a cube-shaped fluid emitter.
| Parameter | Type | Default | Description |
|---|---|---|---|
| object_id | int | The unique ID of the emitter. | |
| fluid | Union[str, Fluid, GranularFluid] | Either a Fluid, a GranularFluid, the name of a fluid (see Fluid.FLUIDS), or the name of a granular fluid (see GranularFluid.GRANULAR_FLUIDS). | |
| shape | EmitterShape | Either a CubeEmitter, DiskEmitter, EdgeEmitter, or SphereEmitter. | |
| position | Dict[str, float] | None | The position of the emitter object. If None, defaults to {"x": 0, "y": 0, "z": 0}. |
| rotation | Dict[str, float] | None | The rotation of the emitter object, in Euler angles. If None, defaults to {"x": 0, "y": 0, "z": 0}. |
| speed | float | 0 | The speed of emission in meters per second. If 0, there is no emission. |
| lifespan | float | 4 | The particle lifespan in seconds. |
| minimum_pool_size | float | 0.5 | The minimum amount of inactive particles available before the emitter is allowed to resume emission. |
| solver_id | int | 0 | The ID of the Obi solver. |
create_cloth_sheet
self.create_cloth_sheet(object_id, cloth_material)
self.create_cloth_sheet(object_id, cloth_material, sheet_type=SheetType.cloth_hd, position=None, rotation=None, solver_id=0, tether_positions=None)
Create a cloth sheet.
| Parameter | Type | Default | Description |
|---|---|---|---|
| object_id | int | The unique ID of the cloth sheet. | |
| cloth_material | Union[str, ClothMaterial] | Either a ClothMaterial or the name of a cloth material (see Cloth.CLOTH_MATERIALS)). | |
| sheet_type | SheetType | SheetType.cloth_hd | The SheetType. |
| position | Dict[str, float] | None | The position of the cloth sheet. If None, defaults to {"x": 0, "y": 0, "z": 0}. |
| rotation | Dict[str, float] | None | The rotation of the cloth sheet, in Euler angles. If None, defaults to {"x": 0, "y": 0, "z": 0}. |
| solver_id | int | 0 | The ID of the Obi solver. |
| tether_positions | Dict[TetherParticleGroup, TetherType] | None | An dictionary of tether positions. Key = TetherParticleGroup. Value = TetherType. Can be None. |
create_cloth_volume
self.create_cloth_volume(object_id, cloth_material, volume_type)
self.create_cloth_volume(object_id, cloth_material, position=None, rotation=None, scale_factor=None, pressure=0.5, volume_type, solver_id=0)
Create a cloth volume.
| Parameter | Type | Default | Description |
|---|---|---|---|
| object_id | int | The unique ID of the cloth sheet. | |
| cloth_material | Union[str, ClothMaterial] | Either a ClothMaterial or the name of a cloth material (see Cloth.CLOTH_MATERIALS)). | |
| position | Dict[str, float] | None | The position of the cloth volume. If None, defaults to {"x": 0, "y": 0, "z": 0}. |
| rotation | Dict[str, float] | None | The rotation of the cloth volume, in Euler angles. If None, defaults to {"x": 0, "y": 0, "z": 0}. |
| scale_factor | Dict[str, float] | None | The scale factor of the mesh. If None, defaults to {"x": 1, "y": 1, "z": 1}. |
| pressure | float | 0.5 | The inflation amount of this cloth volume. |
| volume_type | ClothVolumeType | The VolumeType. | |
| solver_id | int | 0 | The ID of the Obi solver. |
set_fluid_speed
self.set_fluid_speed(object_id, speed)
Set the speed of a fluid emitter. By default, the speed of an emitter is 0 (no fluid emission).
| Parameter | Type | Default | Description |
|---|---|---|---|
| object_id | int | The ID of the fluid emitter. | |
| speed | float | The speed in meters per second. Set this to 0 to stop emission. |
apply_force_to_cloth
self.apply_force_to_cloth(object_id)
self.apply_force_to_cloth(object_id, force=None, torque=None, force_mode=ForceMode.impulse)
Apply a uniform force and/or torque to a cloth actor.
| Parameter | Type | Default | Description |
|---|---|---|---|
| object_id | int | The ID of the cloth actor. | |
| force | Dict[str, float] | None | The force. If None, defaults to {"x": 0, "y": 0, "z": 0}. |
| torque | Dict[str, float] | None | The torque. If None, defaults to {"x": 0, "y": 0, "z": 0}. |
| force_mode | ForceMode | ForceMode.impulse | The ForceMode for the force and/or torque. |
untether_cloth_sheet
self.untether_cloth_sheet(object_id, tether_position)
Untether a cloth sheet.
| Parameter | Type | Default | Description |
|---|---|---|---|
| object_id | int | The ID of the cloth sheet. | |
| tether_position | TetherParticleGroup | The TetherParticleGroup describing the position. |
set_solver
self.set_solver()
self.set_solver(solver_id=0, substeps=1, scale_factor=1)
Set the parameters of a solver.
| Parameter | Type | Default | Description |
|---|---|---|---|
| solver_id | int | 0 | The solver ID. |
| substeps | int | 1 | The number of substeps. More substeps can increase accuracy at the cost of performance. |
| scale_factor | float | 1 | The scale of the solver. This will uniformly scale all objects assigned to the solver. |
reset
self.reset()
self.reset(floor_material=None, object_materials=None, vr_material=None)
| Parameter | Type | Default | Description |
|---|---|---|---|
| floor_material | CollisionMaterial | None | The floor's CollisionMaterial. If None, uses default values. |
| object_materials | Dict[int, CollisionMaterial] | None | Overrides for object and robot collision materials. Key = Object or Robot ID. Value = CollisionMaterial. |
| vr_material | CollisionMaterial | None | If there is a VR rig in the scene, its hands will have this CollisionMaterial. If None, uses default values. |